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Last week, Sony Interactive Entertainment finally enabled PlayStation 4 users to play multiplayer games with their friends on other consoles - specifically Fortnite, albeit in a test beta with the suggestion that more titles may follow.
It's a feature consumers and developers alike have been demanding from Sony for a couple of years now and Shawn Layden, chairman of SIE Worldwide Studios, has discussed why it took the platform holder so long to comply.
Speaking on the latest episode of PlayStation Blogcast, as spotted by Eurogamer, the exec attributed it to a myriad of technical, business and customer service issues.
"We know this is a want, this is a desire, and we want to be able to deliver that in the best way possible," he said. "Now, enabling cross-play isn't just about flipping a switch and 'there you go'. It's a very multi-dimensional kind of attribute or feature.
"So we had to look at it from a technical point of view, we have to work with our partners from a business point of view, we have to make sure that if we enabled this, do we have the right customer service support, do we have the right messaging out there, do we have all these different things that you have to get in line? It's rather ordinal - they have to go in a certain order to get them all set up."
Layden's comments suggest a strong focus on quality, perhaps backed up by Sony's previous statement that it wasn't enabling cross-play because it wanted PlayStation 4 to be the best place to play.

Extract ioquake3nx_v010.zip onto the root of your SD card.
Copy the baseq3 folder from your Quake 3 installation to /switch/ioquake3/. DO NOT replace any files if prompted. Make sure the baseq3 folder contains files pak0.pk3 through pak8.pk3, i.e. you have installed the 1.32 Point Release patch onto your Quake 3 installation.
Run ioquake3-nx from Homebrew Launcher. The NSP version of hbmenu is recommended, as some actions require additional memory (e.g. connecting to almost any online server).

WARNING: This port is still very glitchy. Expect crashes and below average performance.

Cpasjuste has released a new version of the arcade emulator Portable Final Burn Alpha for the Nintendo Switch:

pFBA 2.0:

use OpenGL for rendering, which allow some nicer ui effects, and of course, more power (thanks armada, fincs, subv... for theire work on mesa/nouveau)
point filtering can now be used in any rendering size
add a few libretro shaders (retro-v2, scanlines, pixellate, crt easymode, crt geom, sharp bilinear, sharp bilinear scanlines, sabr v3, xbrz, supereagle). Note that some shader will work better in integer scaling (2x, 3x), and some will have a better effect with linear filtering (sharp bilinear). Also, some are very intensive (crt geom, sabr, xbrz) and may not work fullspeed in some emulators (pSNES).
add fps counter option

Sony Interactive Entertainment is jumping on the trend for diminutive retro hardware with PlayStation Classic, a new version of its first groundbreaking console.
PlayStation Classic will launch worldwide on December 3, the same day as the original PlayStation's release in 1994. The hardware will be pre-loaded with 20 games, of which Final Fantasy VII, Jumping Flash, Ridge Racer Type 4, Tekken 3, and Wild Arms have been confirmed.
The hardware is 45 per cent smaller than the original consoles, according to Sony, and it will come packaged with a HDMI cable, a USB cable, and two controllers for local multiplayer.

PlayStation Classic will be available for $99.99 in the US, $129.99 in Canada, and €99.99 in Europe.This is just the latest in a growing line of retro consoles pre-loaded with classic games. The most successful examples are from Nintendo, which has enjoyed great success with new, smaller versions of its NES and SNES hardware.New versions of the Sega Mega Drive and SNK Neo Geo are also scheduled for release.

Unzip nxquake_v020.zip into the root of your SD card.
Copy pak0.pak from the id1 folder of your Quake installation (shareware or full) to /switch/nxquake/id1/.
2.1. (optional) Copy pak1.pak from the id1 folder of the full version of Quake to /switch/nxquake/id1/ if you want to be able to play the full version of Quake.
2.2. (optional) Copy pak0.pak from the hipnotic folder of Scourge of Armagon to /switch/nxquake/hipnotic/ if you want to be able to play Scourge of Armagon.
2.3. (optional) Copy pak0.pak from the rogue folder of Dissolution of Eternity to /switch/nxquake/rogue/ if you want to be able to play Dissolution of Eternity.
Run NXQuake using Homebrew Launcher.

If it crashes, check error.log in /switch/nxquake/ to find out the reason.

I ported Quakespasm to the Switch. Why? Because it's better than NXQuake/TyrQuake and I'm too lazy to backport features from it into NXQuake.

Some of the features of the port:

hardware-accelerated OpenGL 2.x-based rendering in 1280x720;
sound, including support for OGG and MP3 music tracks;
supports the Mission Packs and other mods compatible with Quakespasm (Quoth, Arcane Dimensions), with a simple mod selector menu;
analog controls and shit;
most other features of Quakespasm, such as:
advanced renderer with cool stuff, such as colored lighting, fog, translucent water, high-res textures, model interpolation, etc;
scalable, optionally translucent HUD and menus;
music support, as mentioned earlier;
raised engine limits;
built-in controller support, which means I had to do basically nothing to make it work on the Switch.

To install it, just unzip quakespasmnx_v010.zip to the root of your SD card, then copy pak0.pak and (optionally, if you have the full version of Quake) pak1.pak from your Quake installation to /switch/quakespasm/id1/. You can then run the game using the Homebrew Launcher. You can get pak0.pak from the Shareware Quake data files in this archive.
If you want to play Mission Pack 1, copy hipnotic/pak0.pak to /switch/quakespasm/hipnotic/ from your installation.
If you want to play Mission Pack 2, copy rogue/pak0.pak to /switch/quakespasm/rogue/ from your installation.
For any other mod, just copy its folder to /switch/quakespasm/.

VitaShell is the TheFlow’s famous file manager that’s installed on almost every HENkaku/taiHEN-enabled PSVita/PSTV console. TheFlow didn’t just stop at making it a great file manager but kept on adding features to make it even better.

VitaShell 1.96 brings along:

The ability to skip between pages (17 on-screen items) in the file browser and SFO viewer by using the L/R triggers

Ability to move files between partitions by executing a ‘copy and remove’ command

A bug was fixed in which VitaShell forgot whether the user wanted to disable the VPK install warning dialogue

Some changes relating to USB mass device file transfer were undone due to issues with VPK installation

Earlier today, @XVMM posted up some key info on 'getting started' on your path of enlightenment when using the 'dev mode' that is available on all Xbox One consoles, now normally this UWP is sandboxed, but thanks to the anonymous creators if this unique exploit you can now get a shell (cmd.exe) and win32 code execution on Xbox One in UWP Devkit mode.

Normally you can only deploy "sandboxed" UWP containers with very limited access rights, hence this write-up, which is very technical, but its aim at those that want to explore more of inner workings and power of XB1 console itself, and hopefully now with this information out to public, more developers will get on-board and help expand the scene of greatness in the Xbox landscape.

Preamble

This is not an exploit or breakthrough of any sort. It's simply taking advantage of provided debugging features in developer mode! This is for any one who may be curious and want to reverse engineer the Xbox One. This is also mainly provided for anyone who wants to just have a go at reversing the system. There's a lot to utilize with the public features anyway.

Prerequisites

Must be in developer-mode (obviously)

Have some form of SSH/telnet client. (PuTTy, etc)

At least have Visual Studio 2015 or 2017

To get started without putting up with developing UWP applications we can instead utilize the open SSH connection provided by the console. This is only available in developer mode, just in case you get any ideas. If you're using Windows and will be using standard command prompt for telnet then make sure you enable it first!

Control Panel -> Programs -> Turn Windows features on or off"

Tick "Telnet client"

Done

Howto

First open up whatever client you have for SSH, in this instance PuTTy, and connect using your console IP and default port. There will be a pop-up. Just hit yes.

Now it will ask for login details. Make sure you have Dev Home opened and hit __Show Visual Studio Pin__. Keep note of this pin but also remember it will change after a small period of time!

If all goes successfully then you can either stick with it or initialize telnet. Run the following command in order to do so:

```
devtoolslauncher LaunchForProfiling telnetd "cmd.exe 24"
```​

Open command prompt on Windows and run:

```
telnet [consoleip] 24
# (Example: telnet 192.168.1.5 24)
```​

The telnet session will be running under the VSProfilingAccount privileges which is the same as what the VS debugger runs under when building UWP apps.

Keep in mind that there is not too much of a difference at this stage. It just allows a tiny bit more flexibility.

Basic file system exploration:

You can do this by accessing the Xbox Device Portal on your computer and going to File Explorer tab. There will be an option near the top right that is called Browse. Using this will show you credentials that can be used to access the developer scratch. We can use the developer scratch to store our junctions to navigate throughout the mounted drives.
Code:
Using telnet or SSH, go to `D:\DevelopmentFiles`.
```
>D:
>cd DevelopmentFiles
>mkdir Links

# And run the following:
>mklink /J "Links\System" C:\

# If the result is successful then double check:
>cd links\system
>dir
```

If it gives you a directory listing then there you go!

You can get easier access by opening File Explorer on Windows and typing the following into the file path bar: `\\`

It will prompt for login details. If you open the device portal and go to File Explorer tab then on right side hit browse; you will be given details to use. Once in then you can access most but not all volumes.

(Refer to "Mount points" to find out more)

Next steps

So what now? Well, I'm going to provide a small "template" which you can use in order to write a standard "Win32" application. The only difference is that it will run on the Xbox One.

Place anywhere on the console and run `xrf cinfo` for a basic spit of console info.

Additional information:

Basic introduction:

The Xbox One currently runs 3 separate operating systems with each prioritized with their own purpose.

These are known as:

Host OS

System OS

Game OS

System and Game OS both reside in their own partition:

Shared Resource Access - Runs apps and renders the UI experience.

Exclusive Resource Access - Runs games and has more priority with resources.

These operations are stored in an Xbox Virtual Disk (XVD) with a small bootloader, currently assumed based on previous data dumps, that contains the kernel, HAL and other important system files. These get stored in the
User Data section of each.

host.xvd | ExtHost.xvd

System.xvd

era.xvd

System and Host are stored in both the flash and on the console hard drive. The Game OS XVD is stored with each packaged game that is released for the Xbox One. Although this requires another

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